[Mesa-dev] [PATCH] anv/apply_pipeline_layout: Set image.write_only to false
jason at jlekstrand.net
Mon Feb 13 18:07:38 UTC 2017
On Mon, Feb 13, 2017 at 9:48 AM, Alex Smith <asmith at feralinteractive.com>
> Hi Jason,
> On 13 February 2017 at 16:38, Jason Ekstrand <jason at jlekstrand.net> wrote:
>> This makes our driver robust to changes in spirv_to_nir which would set
>> this flag on the variable. Right now, our driver relies on spirv_to_nir
>> *not* setting var->data.image.write_only for correctness. Any patch
>> which implements the shaderStorageImageWriteWithoutFormat will need to
>> effectively revert this commit.
> I guess this is to ensure there aren't any regressions with just the first
> of my patches?
> I'll update my patch to revert this. Do you want me to include this one in
> the series when I send a new version of the other patches, or can you
> handle applying this one before mine?
Either way works for me. I think it's a tiny bit easier, if you include it
in the re-send.
>> Cc: Alex Smith <asmith at feralinteractive.com>
>> src/intel/vulkan/anv_nir_apply_pipeline_layout.c | 12 ++++++++++++
>> 1 file changed, 12 insertions(+)
>> diff --git a/src/intel/vulkan/anv_nir_apply_pipeline_layout.c
>> index 8846c2e..d6b8561 100644
>> --- a/src/intel/vulkan/anv_nir_apply_pipeline_layout.c
>> +++ b/src/intel/vulkan/anv_nir_apply_pipeline_layout.c
>> @@ -398,6 +398,18 @@ anv_nir_apply_pipeline_layout(struct anv_pipeline
>> unsigned binding = var->data.binding;
>> unsigned image_index = state.set[set].image_offsets[b
>> + /* We have a very tight coupling between back-end compiler
>> + * state setup which requires us to fill the image surface
>> + * out differently if and only if the image is declared
>> + * Right now, our state setup code sets up all images as if
>> + * are read-write. This means that the compiler needs to see
>> + * read-only as well.
>> + *
>> + * Whenever we implement shaderStorageImageWriteWithoutFormat,
>> + * need to delete this.
>> + */
>> + var->data.image.write_only = false;
>> var->data.driver_location = shader->num_uniforms +
>> image_index *
>> BRW_IMAGE_PARAM_SIZE * 4;
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